src/passes/ShaderPass.js
import { UnsignedByteType } from "three";
import { Pass } from "./Pass.js";
/**
* A shader pass.
*
* Renders any shader material as a fullscreen effect. If you want to create multiple chained effects, please use
* {@link EffectPass} instead.
*/
export class ShaderPass extends Pass {
/**
* Constructs a new shader pass.
*
* @param {ShaderMaterial} material - A shader material.
* @param {String} [input="inputBuffer"] - The name of the input buffer uniform.
*/
constructor(material, input = "inputBuffer") {
super("ShaderPass");
this.fullscreenMaterial = material;
/**
* The name of the input buffer uniform.
*
* Most fullscreen materials modify texels from an input texture. This pass automatically assigns the main input
* buffer to the uniform identified by the input name.
*
* @type {String}
*/
this.input = input;
}
/**
* Sets the name of the input buffer uniform.
*
* @param {String} input - The name of the input buffer uniform.
* @deprecated Use input instead.
*/
setInput(input) {
this.input = input;
}
/**
* Renders the effect.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
* @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
* @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
*/
render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {
const uniforms = this.fullscreenMaterial.uniforms;
if(inputBuffer !== null && uniforms !== undefined && uniforms[this.input] !== undefined) {
uniforms[this.input].value = inputBuffer.texture;
}
renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);
renderer.render(this.scene, this.camera);
}
/**
* Performs initialization tasks.
*
* @param {WebGLRenderer} renderer - A renderer.
* @param {Boolean} alpha - Whether the renderer uses the alpha channel.
* @param {Number} frameBufferType - The type of the main frame buffers.
*/
initialize(renderer, alpha, frameBufferType) {
if(frameBufferType !== undefined && frameBufferType !== UnsignedByteType) {
this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = "1";
}
}
}